Multiplayer Game.
I have character swinging a sword and perform capsule traces to detect hits.
Problem: traces dont detect anything if the Server isnt looking towards the traces. Ie a client performing the traces in the back of the server. The moment the server looks: the traces act as expected.
Precision: the traces are done on the server side.
The traces are done from the Sword Actor. The sword is owned by the holding client. The sword is set to replicate and moves according to the skeletal mesh âswingingâ. Log messages do print and on the server.
Note2: I have the same problem with line traces, but performed from withing a GAS ability.
Hi, in your mesh (for your character) there is an option when to update animation. Did you set that to âAlways Tick Poseâ (cause you can also set it to only tick when rendered)? Its in your skeletal mesh â under Optimization â Visibility Based Anim Tick Option
Hi, thanks for helping!
Other clients do see swing animation happening.
FIX:
On the Skeletal Mesh performing the swing animation: âDetailsâ tab:
âVisibility Based Anim Tick Optionâ WAS SET to âAlways Tick Poseâ
Setting it to âAlways Tick Pose and Refresh Bonesâ fixed the problem.
This also fixed âNote2â problem.
Thinking it threw: the other clients were able to see the swing animation because I trigger the animations via an RPC. However the Server was probably culling the animation and just not doing it because it thought it wasnt necessary (too far) and thus the traces where done but statically and thus why nothing was âhittingâ.